Skip to main content

The Condemnation of Enuk'Lun




Wearing a verdigris death-mask bearing a long-braided beard, this remnant of the sorcerer-king's forgotten empire still strives to bring judgment to all those who bow before false divinity. What exactly is false divinity? Why anything not cowering before the dread gaze of Enuk'Lun, of course. In life, the ghost was a chief inquisitor for the empire and the sentence was always death. Now, it wanders a landscape changed by centuries of history and refuses to let go of its devotion to the long-dead sorcerer-king. Rounding out its attire is a long robe curling on itself and edged with geometric patterns and fingerbone tassels. Its bare skull is partially covered by a conical headdress with cracked, grey gemstones. The bottom of the robe trails off into nothingness, though a clutch of hanging chains connecting to the rock he was drowned with can occasionally be seen.


A singularly powerful ghost, the Condemnation of Enuk'Lun is utterly disgusted by the modern world and travels the realm awakening the constructs and undead within the ruins of Enuk'Lun's empire. He plans to raze it all to the ground and rebuild a society dedicated once more to the sorcerer-king. When Enuk'Lun returns, he will find the world as it should be and the ghost's devotion will be rewarded. Of course, this ancient megalomaniac is long dead and his work all but swallowed by the sands of time, but the Condemnation of Enuk'Lun is too crazed to care

The Condemnation of Enuk'Lun

Medium undead, neutral evil

Armor Class 16

Hit Points 237 (19d8 + 152)

Speed 0ft

Fly 50ft (hover)

Str 7 Dex 22 Con 26 Int 16 Wis 23 Cha 30

Saving Throws Int +10, Wis +13

Skills Arcana +10, Insight +13, Intimidation +17, Perception +13

Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities cold, necrotic, poison

Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained

Senses darkvision 120 ft., truesight 30 ft., passive Perception 16

Languages Common, Elvish, The Tongue of Enuk'Lun

Challenge darkvision 60 ft., passive Perception 23

Chill of the Grave.

If a creature begins its turn within 30ft of the ghost, or when a creature first enters the area of effect on its turn, it takes 6(1d10) cold damage. The ghost can activate or deactivate this ability as a bonus action.

Ethereal Sight.

The ghost can see 60 ft. into the Ethereal Plane when it is on the Material Plane, and vice versa.

Incorporeal.

The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Magic Resistance.

The ghost has advantage on saving throws against spells and other magical effects.

Actions

Multiattack.

The ghost makes two withering touch attacks.

Withering Touch.

Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 37 (9d6 + 7) necrotic damage. If this damage reduces the target to 0 hit points, it is reduced to a pile of coarse salt along with all of its non-magical equipment. The creature can be restored to life only by means of a true resurrection or a wish spell. This attack automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this attack disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.

Proclamation of Doom.

All non-undead creature within 60 ft. of the ghost that can hear it must succeed on a DC 21 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also takes 30 (5d10) psychic damage at the start of each of its turns. An affected creature may repeat this save at the end of each of its turns with effects ending on success.

Etherealness.

5The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.

Telekinetic Thrust.

The poltergeist targets a creature or unattended object within 90 feet of it. A creature must be Medium or smaller to be affected by this magic, and an object can weigh up to 500 pounds.


If the target is a creature, the poltergeist makes a Charisma check contested by the target's Strength check. If the poltergeist wins the contest, the poltergeist hurls the target up to 30 feet in any direction, including upward. If the target then comes into contact with a hard surface or heavy object, the target takes 2d6 damage per 10 feet moved.


If the target is an object that isn't being worn or carried, the poltergeist hurls it up to 30 feet in any direction. The poltergeist can use the object as a ranged weapon, attacking one creature along the object's path (+17 to hit) and dealing 36 (8d8) bludgeoning damage on a hit.

Comments

Popular posts from this blog

Cuirassier Mimic

Hand-crafted by an aberrant soul, the first mimic of this breed was given to the creature's loyal bodyguard to provide both protection... and a second bodyguard as it were. The monstrosity performed exceptionally well, especially when heroes slew the fellow wearing it and the mimic kept the bottom fighting. Thus the cuirassier mimic was passed to the next right-hand-mook, and so on as its bearers passed. This lead to a legend of an immortal servant when in truth, it was just the armor all along. Eventually, its creator was killed, the mimic 'looted', and its spore spread across the realm. Cuirassier Mimic Mimic Medium Monstrosity (shapechanger), neutral Armor Class 18 (natural armor) Hit Points 75 (10d8 + 30) Speed 15 ft Str 19 Dex 10 Con 16 Int 5 Wis 13 Cha 8 Skills Stealth +4 Damage Immunities acid Condition Immunities prone Senses darkvision 60 ft, passive Percepti

Entry Mimic

This particular strain of mimics was carefully cultivated into being by a drow matron sick of uninvited guests - both of the adventurer and political rival variety. Resistant to pesky bypassing magic and capable of alerting a building's occupants (and other mimics) of interlopers, entry mimics became all the rage... well, until they started eating honored guests and the occasional house pet. The matron quickly lost favor and stepped through one door never to return... as it were. Entry Mimic Medium monstrosity (shapechanger), neutral Armor Class 14 (natural armor) Hit Points 58 (9d8 + 18) Speed 15 ft Str 20 Dex 13 Con 15 Int 5 Wis 14 Cha 8 Saving Throws Str+7 Skills Stealth +5 Damage Immunities acid Condition Immunities prone Senses darkvision 60 ft, passive Perception 12 Languages understands All but cannot speak Challenge 3 (700 XP) Shape

Soot Foot

Prior to Death claiming the Kingdom, the zombie dubbed Soot Foot was just another of the faceless masses. While he was a chimney sweep of notable skill, no one noted the ash-smeared lad. Surely, he could have made some money it a sideshow with his double-jointed talents but he preferred the quiet life. He perished in the middle of a job, his already pliant joints tearing into compound fractures as he scrambled to find the flesh of the living. The toxins soaked into his rotting skin give him a unique virality that leaves fiery undead in his weak and he never leaves the cinder of his chimney lairs far behind. -Records of the Charnel House Soot Foot Medium undead (zombie), chaotic evil Armor Class 8 Hit Points 45 (6d8 + 18) Speed 20ft Climb 20ft Str 16 Dex 6 Con 16 Int 3 Wis 8 Cha 5 Skills Stealth +2 Damage Resistances fire Condition Immunities exhaustion, poisoned